﻿/*
* Copyright (c) 2010-2012 Tesla Engine Group
* 
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
* 
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
* 
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/


using Tesla.Core;

namespace Tesla.Input {
    /// <summary>
    /// KeyReleasedCondition checks if a bounded key has
    /// been released, after it has been pressed.
    /// </summary>
    public class KeyReleasedCondition : InputCondition {
        private Keys _key;
        private KeyboardState _oldState;

        /// <summary>
        /// Get or set the key binding.
        /// </summary>
        public Keys KeyBinding {
            get {
                return _key;
            }
            set {
                _key = value;
            }
        }

        /// <summary>
        /// Creates a new KeyReleasedCondition with the specified key binding.
        /// </summary>
        /// <param name="key">Key to bind</param>
        public KeyReleasedCondition(Keys key) {
            _key = key;
            _oldState = Keyboard.GetKeyboardState();
        }

        /// <summary>
        /// Checks if the key has been released since the last update.
        /// </summary>
        /// <param name="time">Time elapsed since the last update</param>
        /// <returns>True if released</returns>
        public override bool Check(GameTime time) {
            KeyboardState state = Keyboard.GetKeyboardState();
            if(_oldState.IsKeyDown(_key) && state.IsKeyUp(_key)) {
                _oldState = state;
                return true;
            }
            _oldState = state;
            return false;
        }
    }
}
